Quote:
- no Hit & Run (Fleeing or surrendering from combat is not allowed for the first 3 rounds if you have done more damage to your opponent than he has done to you (HP). Not allowed to use magic level 3+ by prison heroes level11 or higher.

Not allow to use to fighting or not allow to use at all (even only tranfers troops)?
Ok, then i will use Solmyr level 10 with 7x1 dragon flies, and yes, no flee or surrender, i just sacrifice him, trying to chain lightning as much as possible...

Quote:Ok, then i will use Solmyr level 10 with 7x1 dragon flies, and yes, no flee or surrender, i just sacrifice him, trying to chain lightning as much as possible...

well, it's not easy to find Solmyr level 10 with exactly 7x1 dragon flies and while you will search for him, i guess opponent will be busy with some really important things like topes hunting or wyverns collecting

Im ready to play from 11.00 to 24.00 hours (uk time). I will be playin jebus xl, marathon xl+u or e2 xl.But this entirely depends on how many hours players are willing to play.If it is a question of 3-5 hours, giving time to play more games, then it will definitely be jebus xl.

I think there were talks about meeting by hamachi black, although im not sure if all of our players can. Gamespy is always another alternative.It free to install so i think it will be a very good option.Plus if further the russian players want to play us in future or just play others, they can always log into gamespy and play.

Quote:Im ready to play from 11.00 to 24.00 hours (uk time). I will be playin jebus xl, marathon xl+u or e2 xl.

Jebus, Balance, Panic - that templates were talked about with SAG. Only that templates, as most common played by your players will be used in this tournament. I think there will be more than one of our players during your time .

Game spy is not suitable for all our players cause their bad knowledge of foreign languages. ICQ and hamachi are localized. Game spy doesn't. So it's preferable to play by hamachi.

Quote:well imagine situation, armies about the same, skills about the same, and u make more dmg to oponent just because you fighting better, why cant u take advantage of that and surrender?

another possibility: your army is bigger then enemies, so its already your advantage, u make some damage, weakening your enemy, why cant u surrender?

you have better skils then enemy therefore make him more dmg, why cant u surrender?

in all ways u had advantage in battle, so why cant you use it?

Will be glad to hear your opinion

this is common rule to prevent situation like this: you split archangels 1-(all AA)-1, attack opponent, make great "hit damage" and surrender on last AA...even one such operation may decide the whole game outcome. This is more common for Jebus (lots money from topes), however heroesby players asked us to make universal rules for all templates. Also, remember you can surrender/retreat even on first turn - if your damage is less or equal than opponent did.

When two players are ready to play they just sum their numbers. If it's odd number then player from our team select color. Otherwise your teammate can select color.

At third. Some of your rules are not clear for us.

No Double build - "can't build up 2 same towns" - can't build ANY structure or can't build creature structures as in No Necro\Flux rules?

No Red Rush - "Red player can''t attack Blue ..." - may be there should stay "can't attack Blue player heroes"? Or "can't attack Blue player heroes and armies"?

No Red Rush - Did we understand well, that this rule works for both attacking and defending heroes? So imagine game situation: I'm playing for fortress. I encounter enemy main hero, wich is stayin with one stack of angels for purpose of speeding up his hero . And his player is wearing sphere of negation to prevent killing him by magic. But all i have to done is to attack his angels with 1 dragon fly. Surely Angels do more damage than dragon fly And accordinf to your rule his player can't escape and will be crushed by my slow units. Is it right? Or you just missed that this rule is only for attacing player?

Quote:No Red Rush - "Red player can''t attack Blue ..." - may be there should stay "can't attack Blue player heroes"? Or "can't attack Blue player heroes and armies"?

Day 1 red is not allowed to attack blue (town or hero) USING new troops.

Quote:No Red Rush - Did we understand well, that this rule works for both attacking and defending heroes? So imagine game situation: I'm playing for fortress. I encounter enemy main hero, wich is stayin with one stack of angels for purpose of speeding up his hero . And his player is wearing sphere of negation to prevent killing him by magic. But all i have to done is to attack his angels with 1 dragon fly. Surely Angels do more damage than dragon fly And accordinf to your rule his player can't escape and will be crushed by my slow units. Is it right? Or you just missed that this rule is only for attacing player?

You mean no hit and run. Allthough its not clear from the rule you are allowed to retreat in any situation if that is the first action you take.
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Crag rules, Orrin and Ivor suck

Quote:Hi guys! I'm that man who said: "Our team will play with you AFTER your rules will be clear". Ad there are still some questions.

At first. Look at your post. There is red text "will be changed" into it. That's bad.

This is the most complicated rule about restart on blocks. We will either remove this restart or make it as "1 restart at no reason" or will invent some good definition. Most probably - will make as "1 restart at no reason".

Quote:At second. As Maretti said - There isn't any word about start town and color selection system. As for color selection we suggest next:

When two players are ready to play they just sum their numbers. If it's odd number then player from our team select color. Otherwise your teammate can select color.

Afgree.

Quote:At third. Some of your rules are not clear for us.

No Double build - "can't build up 2 same towns" - can't build ANY structure or can't build creature structures as in No Necro\Flux rules?

can't build lev3-7 , same as in necro/flux

Quote:No Red Rush - "Red player can''t attack Blue ..." - may be there should stay "can't attack Blue player heroes"? Or "can't attack Blue player heroes and armies"?

What's the difference? only heroes can move on the map.

Quote:No Red Rush - Did we understand well, that this rule works for both attacking and defending heroes? So imagine game situation: I'm playing for fortress. I encounter enemy main hero, wich is stayin with one stack of angels for purpose of speeding up his hero . And his player is wearing sphere of negation to prevent killing him by magic. But all i have to done is to attack his angels with 1 dragon fly. Surely Angels do more damage than dragon fly And accordinf to your rule his player can't escape and will be crushed by my slow units. Is it right? Or you just missed that this rule is only for attacing player?

Jebus is played on XL (no underground)
Balance and Panic are played on L (no underground)

For all templates rules are the same:
- must Fight misplaced guards (FMG) rule:
"Misplaced guard" is a guard (monster) that is not guarding anything - this is error of random map generator. On Random Maps, ALL misplaced guards MUST be fought (this means you may not walk around a creature in order to pick up a Pandora''s Box, a Treasure, Artefact, Utopia or other object as well as you can not walk past the guards for breaking the middle.) In case there are multiple misplaced guards for example at the middle break, you must fight "1" of the stacks (any). Also, you may not enter another zone if there is definitely misplaced mountain or other object that allows you to pass without fighting any guard.
Notes:
- guards near resource mines are considered to guard only mine itself - you may pick up resources near mine without fighting guard.
- on Balance template there are few unguarded zone borders, so you are allowed to pass there
- if zone has several separated entries (each is guarded) and if player killed 1 guard (cleared entry #1), he may not enter another entry through misplaced guard
- in case there are multiple misplaced guards AND 1 player has already killed 1 guard AND second player have seen this breaking (hero movement) - then second player may enter this zone without fighting rest of guards. Else, must fight 1 guard.
- in case if resource or treasure chest is near misplaced guard and if it's not clear that it should be guarded - then players are allowed to pick it

- no DD/Fly (you can''t use Dimention Door and Fly spells as well as Angel Wings artefact)
- no Scrolls Level 4 - 5 (you can''t use magic scrolls with spells Level 4 - 5)
- no Necro (you can''t select Necropolis as starting town, you can't use Necro skill (must dismiss all gained skeletons after each battle) and can't build new creature buildings in necro towns if you will find them)
- no Conflux (you can''t select Conflux as starting town, and can't build new creature buildings in flux towns if you will find them)
- no Diplo (you can''t take, level up Diplomacy skill and join monsters.)
- no Joiners (you can''t join wandering monsters even without Diplomacy skill)
- no Log spec (Kyrre, Gunnar, Dessa can't be starting hero and can't attack into final battle. Final battle happens were both heroes have >50% HP of their bought troops)
- no Grail (you can''t build Grail in towns)
- no Carto (you can''t visit Cartographer)
- no Hillfort (you can''t upgrade creatures in Hillfort)
- no Upgrades (you can''t upgrade creatures from Conservatories/Hives)
- maximum 1 level 7 dwell of each town type is allowed to flag on the whole map for one player.
- no Doublebuild (you can't build up 2 same towns. Not allowed to build only creature dwellings level3-7. Example: if player start with Dungeon and has 2 Strongholds then he is allowed to build 1 Stronghold and Dungeon)
- no Red Rush (Red player can''t attack Blue or flag blue's unguarded town on Day 1 of ANY week after Red has bought some NEW army (in any town or dwelling) or Red has hired new hero)
- no Hit & Run (Fleeing or surrendering from combat is not allowed for the first 3 rounds if you have done more damage to your opponent than he has done to you (HP). You are allowed to flee/surrender in any situation if that is the first action you take. Not allowed to use magic level 3+ by prison heroes level11 or higher.GAME BUGS:
- not allowed to enter another zone through "bug: unguarded road" or through fighting misplaced mine's guards
- no usage of game bugs as: "reducing neutral guards", "hero view", "selling arts above the price".
- "reducing neutral guards": allowed to flee/surrender/die 1 time on un-upgraded guards with upgraded stack inside, that is guarding critical game objects (zone passage, relic/major artefacts, Utopia, pandora) and there are no any limits on reducing neutral guards that guards non-critical objects.DRAW CONDITIONS: if battle ends in a draw - then attacking player must flee (even if attacking player has better army). Example: attacking player has horde of Golems and can't kill 1 Ghost dragon which flies away). In "shackles present during draw battle" condition - players must attack each other each turn.TOWN AND COLOR SELECTION:
Towns, available for selection are reduced by 1 by each player, turn-by-turn. Not allowed to pick same town types. When 3 towns are left, player will select town which he will play and his opponent will select from rest 2 towns. Player, who selects from 2 towns, will select color.
Who will start haggling for towns: both teams are sorted by alphabet, when two players are ready to play they just sum their numbers. If it's odd number then player from WCL will start haggling, else heroesby player will start.RESTARTS:
player can take 1 restart with no reason during first own turn
player can take restart during first 3 own turns:
- if there is no road to second town on Balance template or if it's blocked with monster listed above.
Players must restart:
- if starting hero is not Level 1
- roads in zones are Dirt roads

Just some additional clarification:
- allowed to use Disguise spell
- allowed to build Portal of Summoning in any town
- allowed to build Fort/Citadel/Castle/Magic/Special buildings/Money in necro/flux and other towns
- allowed to upgrade existing creature buildings in necro/flux and other towns
- "town view" bug allowed

We confirm these rules and now can play.

But until exact clearing of "Also, you may not enter another zone if there is definitely misplaced mountain or other object that allows you to pass without fighting any guard" we will not play Panic. Cause we haven't scheme of this template wich is needed for definition of misplaced mountains.